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Author: E.R. Fleming (posted 2014-07-29 03:06:25, viewed 140 times)

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package com.cflandre.hunter.Entity;

import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input;
import com.badlogic.gdx.ai.fsm.DefaultStateMachine;
import com.badlogic.gdx.ai.fsm.StateMachine;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer.ShapeType;
import com.badlogic.gdx.math.Rectangle;
import com.badlogic.gdx.math.Vector2;
import com.cflandre.hunter.StateMachine.PlayerState;


public class Player extends MovingEntity {
   
   ShapeRenderer shape;
   Rectangle bounds;
   public StateMachine<Player> stateMachine;
   float MoveDirUp;
   float MoveDirRight;
   float MAX_SPEED;
   float deltaTime = Gdx.graphics.getDeltaTime();
   
   
      
   
   
   public Player(Vector2 velocity, float SPEED, float rotation,
         Vector2 position, float width, float height, Vector2 acceleration) {
      super(velocity, SPEED, rotation, position, width, height);
      

      stateMachine = new DefaultStateMachine<Player>(this, PlayerState.PLAYER_IDLE);
      this.acceleration = acceleration;
      
      
      
      
      
   }
   
   
   
   public void render(float delta){
      
      shape = new ShapeRenderer();
      this.bounds = new Rectangle(position.x + 7.5f, position.y + 7.5f, width - 15, height - 15);
      
      shape.begin(ShapeType.Filled);
      shape.setColor(.5f, 0, 0, 1);
      shape.rect(position.x, position.y, width, height);
      shape.end();
      
      shape.begin(ShapeType.Line);
      shape.setColor(0, 1, 0, 1);
      shape.rect(bounds.x, bounds.y, bounds.width, bounds.height);
      shape.end();
      
      
      
   }
   
   @public boolean isRunning(){@
      
      
      
      @velocity.y += acceleration.scl(deltaTime).y;@
      @position.y += velocity.scl(deltaTime).y;@
      
      
      
      
      @if (Gdx.input.isKeyPressed(Input.Keys.W) == true){@
         
         
         
         @acceleration = new Vector2(0, 20);@
      
         
         return true;
                  
      }
      
      @else if (Gdx.input.isKeyPressed(Input.Keys.W) == false && Math.abs(acceleration.y) > .1f){@
         
         @acceleration = new Vector2(0, -20);@
         return false;
      }
      
      else{
         return false;
      }
      
   }
   
   public boolean isJumping(){
      return false;
   }
   
   public boolean isHit(){
      return false;
   }
   
   public boolean isLanding(){
      return false;
   }
   
   
   
   public void move(){
      
      
      isRunning();
      System.out.println(Gdx.graphics.getDeltaTime());
      
   
      stateMachine.update();
      //Gdx.app.log(HunterGame.log, "Current state is " + stateMachine.getCurrentState());
   
   }





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